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grifter09 01-30-2004, 04:05 PM I've looked in the forums and stuff but will their be deployable turrets. The FAQ points out all pack will have a passive and active function. What's the plan for turrets. I think they put a more stratigic feel to a game that is (without turrets) just another First Person Shooter, with Vehicles. I also see a lose in not haveing a missle launcher, the whole idea of useing a flare nade to keep a missle outta the crack of your ass was pretty cool to me. Plus they made it a good bit more balanced aginst powerful tanks and shirkes.
Ixiterra 01-30-2004, 04:11 PM Missiles were stupid, end of story. You've got the rocket pod now if you liked them, a weapon that actually takes some kind of skill instead of zero.
I don't know if there will be any deployable turrets. I hope so, as long as they're not powerful at all. But there are definitely base mounted turrets as shown in a few screenies.
The vehicles aren't over powered so you don't need an equally over powered fire and forget weapon to deal with them.
Ixiterra 01-30-2004, 04:54 PM Btw grifter, sig limits are exactly 20,000 bytes. Yours is a bit over, just letting you know before it gets removed.
Fling 01-30-2004, 05:19 PM flares sucked. There were 3 other grenades I rarely got to use because of them.
Fling :D
don't you mean "turrents"
:D
Hobbiticus 01-30-2004, 08:15 PM don't you mean "turrents"
:D
NO
VaporTrail 01-30-2004, 10:57 PM don't you mean "turrents"
:D
My right hand doesn't get jealous of my left hand when I type...
Does yours?
If no, then quit with the frigging N!!!!1eleventyone
Mooley 01-30-2004, 11:04 PM Notice how yogi evades the turrets question just like the devs evade on topic questions at times. This must mean "No fuck your turrets". ;)
So now it's a vehicle thread damnit, get with the program!! :rofl:
bartkusa 01-30-2004, 11:21 PM Read the IGN post on TW. I'm listening to IGN's interview with the designers. Turrets exist in an undeployed state in an area. You throw your weapons and pick them up; they take up weapon slots. Then you walk somewhere and hit "fire" to place them.
Mooley 01-30-2004, 11:29 PM Read the IGN post on TW. I'm listening to IGN's interview with the designers. Turrets exist in an undeployed state in an area. You throw your weapons and pick them up; they take up weapon slots. Then you walk somewhere and hit "fire" to place them.
lol! uh
Wow? :\
Zoolooman 01-30-2004, 11:36 PM What's wrong? You can carry multiple turrets at once this way.
Edit: Into the enemy base no less.
GB.Arkady 01-31-2004, 01:21 AM I see nothing wrong with that, most die-hard turret monkeys like me hardly used our weapons anyway.
VaporTrail 01-31-2004, 01:23 AM Farmer has suddenly become EVERYONE's position then...
Standard loadout for anyone but sniper LD:
Disc, Chain, Turret...
Zoolooman 01-31-2004, 01:25 AM Ah, but Vapor, you have to go to the deployable station - a station that can be blown up, no less.
Edit: Anyways, people wanted more strategic complexity, and this baby, is just that! :]
StormMage 01-31-2004, 01:32 AM I see nothing wrong with that, most die-hard turret monkeys like me hardly used our weapons anyway.
Hehe I know exactly what you mean. Though in my case I usually end up as farmer/repairguy/killtheheavyinthegenroomg uy.
VaporTrail 01-31-2004, 01:33 AM Ah, but how is that much different (time wise is the only real difference) than going to the inventory station in T(2)?
If the entire D grabs loadout and turrets for the first 10 seconds of a map, the enemy O is going to face probably double the number of turrets on thier initial assault...
Especially if the HoF gets into the act with 3 spare slots (mortar and disc and 3 turrets...)
Sp!nfusor Salad 01-31-2004, 01:35 AM There better be a significant base D...
we dont want Unreal with jetpacks.
Zoolooman 01-31-2004, 01:37 AM I don't see a particular problem if the turrets are "accesible" to the offense - namely, they can't be stuck to walls OR they can be disabled by a single disc.
GB.Arkady 01-31-2004, 01:44 AM There better be a significant base D...
we dont want Unreal with jetpacks.
Damn, beat that horse into glue there...
By VaporTrail: Ah, but how is that much different (time wise is the only real difference) than going to the inventory station in T(2)?
If the entire D grabs loadout and turrets for the first 10 seconds of a map, the enemy O is going to face probably double the number of turrets on thier initial assault...
Yes, but the number of turrets you have available to be deployed will more than likely be limited, just like the previous two games. Also, turrets don't mean jack unless they are planted down properly.
Now if a team can all strap on turrets to the limit and plant them all properly on their first time out then that would be a great help.
However the reality of a competitive situation says that just probably will not happen, because i'd rather have my offensive squad out and ripping towards the enemy base, and my flag D setting up to intercept the other team's people who will probably be looking for that early grab. T:V will be fast again, and i'd rather my team be on guard against the early flag grab - and looking for an early flag grab as well.
Which leaves the turret monkey (or monkeys) doing what they've always done, getting the guns up, deploying things, and welding your iron butts back together.
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